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  #101    
Old October 19th, 2012 (07:13 AM). Edited October 21st, 2012 by Umbreon.
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Just a small Town I made (and Yes I know one of the corners in the trees are missing, but it's because of the 3 layer limit.)


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Route 1 for my upcoming game, I spent a good time on this.


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And finally I have a 3rd map which is a city near a mountain side.
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  #102    
Old October 23rd, 2012 (11:05 AM).
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Random Town.
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  #103    
Old October 24th, 2012 (02:08 PM).
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Cyrilla Town of my Pokemon Game:
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  #104    
Old October 24th, 2012 (02:20 PM).
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Thought I'd show the first town of my region.
Credits to UltimoSpriter for the environment tiles
Credits to me for buildings.
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My balls seem to be fine.
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  #105    
Old October 26th, 2012 (01:45 PM).
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A random town again.
Edited GBC tiles to look wooden.
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  #106    
Old November 8th, 2012 (01:59 PM).
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Just a random section of a route, thought I'd test out some more of my tiles.
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  #107    
Old November 9th, 2012 (05:24 AM).
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Quote originally posted by hansiec:
Attachment 66356
Just a small Town I made (and Yes I know one of the corners in the trees are missing, but it's because of the 3 layer limit.)
Attachment 66366

Route 1 for my upcoming game, I spent a good time on this.
Attachment 66376

And finally I have a 3rd map which is a city near a mountain side.
One of the main thing I like about Pokémon maps is their relative simplicity. You maps don't portray this well at all. While they still look good, I think it would look much better to the players if you squared off the cliffs a little. The design you use now feels like you're trying to make realistically rounded mountains using tile designed to be square, and the two types clash quite badly. Since Pokémon is a tile-based game, it would really make the most sense for tiles to be relatively square.

Other than that, I'd just say maybe their too big, but it's hard to judge without it being in-game. They look nice though, just square off the mountains a little.
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  #108    
Old November 9th, 2012 (07:58 AM).
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@ Ice God

Actually, I think they look nicer when being the round mountains, it gives it a more natural look, besides, if you are making a ball in paint, you don't leave it squared out do you? After all in the end all you are drawing are a bunch of tiny squares.

As for the size, I think they are normal sized maps, they are slightly zoomed out which gives the larger illusion, but in the end none is really that big.
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  #109    
Old November 10th, 2012 (12:52 PM).
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Hello everyone. I recently started using new BW styled tiles and remade the home town of my fan game with them. Let me know what you think.

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  #110    
Old November 11th, 2012 (03:26 PM).
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Today I present to you the start of my games maps :D I've finally managed to sprite enough buildings to get somewhere with Hoenn.
Bit of a big map.
Spoiler:
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  #111    
Old November 14th, 2012 (08:15 PM).
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Quote originally posted by Riansky:
Cyrilla Town of my Pokemon Game:
Woah.. This is beautiful! So lush and colorful!
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  #112    
Old November 17th, 2012 (02:10 PM).
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Just realized this thread existed and decided to get some feed back on a few of my maps. All the maps come from my Touhoumon Fangame in RMXP, save for one which comes from my Touhoumon DevKit.

Pallet Town
I decided to rework it a bit because I was never quite fond of the original layout, but I guess it was understandable from a development standpoint for the starter town.
Spoiler:




Route 1
I needed to have Route 1 reflect Pallet Town's water addition, so I had to alter the map a bit. I kept it close to the original, while throwing in a bit of my own design into it.
Spoiler:




Viridian City
Since the game takes places 7 years after GSC, I decided to keep the Trainer House in this. The design heavily resembles the original, but also has its own bit of flair to it.
Spoiler:




Route 22
I had a bit of a headcanon for Route 22 and Route 23 in the GSC Era. You see, Route 23 wasn't in GSC at all, save for that small sliver of area before the Indigo Plateau. I always wondered "Why isn't it there?" Came up with the theory that there was a mudslide from higher up and a minor earthquake which wrecked the route. Eventually, they cleared the route and fixed it up for trainers challenging the league. Route 22 and 23 were altered to resemble the changes. That gatehouse that is down by the left is also the entry way into the Johto Region.
Spoiler:




Pewter City
Changed a bit for the game. Overall, I wasn't overly fond of most of the design of Kanto's cities and towns, so decided to change a vast majority.
Spoiler:




Border's Edge Village
This map is for the Touhoumon Development Kit. Before the latest version of Essentials, I had an example of a Credits Script here from what they provided. This map has a mart which will contain all items added to the DevKit for purchase. That giant building is my example of a Hotel System, which isn't relevant to this picture at the moment.
Spoiler:


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  #113    
Old December 8th, 2012 (12:08 PM).
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Quote originally posted by hansiec:
@ Ice God

Actually, I think they look nicer when being the round mountains, it gives it a more natural look, besides, if you are making a ball in paint, you don't leave it squared out do you? After all in the end all you are drawing are a bunch of tiny squares.

As for the size, I think they are normal sized maps, they are slightly zoomed out which gives the larger illusion, but in the end none is really that big.
I was taking into account that I'm seeing the whole map, but if your screen size is 512x384, it just seems a little big. But either way, I'm not seeing it in-game, so it's just guesswork.

As for your explanation about the ball, working with a pixel in paint to make a large sphere and working with a collection of tiles that are designed to look square are not the same principle. When you look at a single picture, the pixels around it are what put it all together and tells you if it makes sense. A tile, however is a picture in itself. This picture is put in with a bunch of other pictures to make a map. and individual picture can be round and the area around it can still be more square and look good. However, trying to make a round map of square tiles just looks messy.

Basically, if the player is confined to a grid, you should make your game a little more grid-friendly to reflect that. It's important to consider that attempts at making a heavily rounded or natural looking environment you make will ultimately just make a grid-based map look more clustered. That is why the official games outside of Colosseum/XD(Where the player had full range movement) remain fairly blocky.

I would also advise against the practice of putting grass in inaccessible areas, just another thought. I don't think it's a good thing to give a player a false sense of exploration in this type of game (Unless there actually are entrances into the map from all four directions).
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  #114    
Old December 19th, 2012 (01:50 AM).
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STarting Home Town Place, for Eon.
Everythign is related to the storyline and such.

@Derxwna Kapsyla
You're mapping skills are good, but it would help if the maps looked remotely like the ones you claim they are.
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  #115    
Old December 19th, 2012 (04:54 AM).
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Hi guys I have here some maps to my game but I don't know if they are looking good... they're in the attachments (I can't show them coz I don't have 15 posts yet)

Nintendork, your map looks great :D but I think the fences around those 2 houses on the bottom are unnecessary.
Attached Thumbnails
yama road 1st half.PNG‎   yama road 2nd half.PNG‎   kokumin 1.PNG‎   kokumin 2.PNG‎   ashi city.png‎  

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  #116    
Old December 19th, 2012 (08:05 AM).
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Spoiler:
Quote originally posted by Nintendork15:

STarting Home Town Place, for Eon.
Everythign is related to the storyline and such.

@Derxwna Kapsyla
You're mapping skills are good, but it would help if the maps looked remotely like the ones you claim they are.

The mountains are very, very square, there needs to be much more variation in them. same thing with the trees. The fences are over used, there is no real need to mix and match them. The bottom two houses are in a really bad position, If they're only for space filling then break it up with something else. The bench tiles it's self is out of place and doesn't match the style.
Over all the placement of the useable buildings is actually pretty nice, but as a starting town there is too much going on. Street lights don't really work with the grassy town theme. The maps structure really isn't too bad it's just you need to work on the basic things, such as the mountain and tree placement.
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  #117    
Old December 21st, 2012 (05:10 AM).
Bramvdh Bramvdh is offline
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Route 2
Spoiler:
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  #118    
Old December 21st, 2012 (03:56 PM).
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Quote originally posted by Bramvdh:
Route 2
Spoiler:
In general looks awesome :D but you used too many objects (like flowers and branches). I give it 8 out of 10
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  #119    
Old December 22nd, 2012 (06:14 AM).
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Map redone.
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  #120    
Old December 22nd, 2012 (07:23 AM).
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This is a very large city I made a while ago, just want some reviews on it:
http://fc04.deviantart.net/fs71/f/2012/018/1/0/orin_lake_city_v1_by_pokemon_tiler-d4mqv5h.png

It's called Orin lake City, and it lagged alot. There is some stuff that is missing, like the NPCs, but nyeh.

Spoiler:
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  #121    
Old December 22nd, 2012 (10:51 AM).
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Quote originally posted by Nintendork15:
Spoiler:

Map redone.
You've done a good job on this map. But there are too many flowers 9 out of 10 (y)


Quote originally posted by Evil Arms:
This is a very large city I made a while ago, just want some reviews on it:
http://fc04.deviantart.net/fs71/f/2012/018/1/0/orin_lake_city_v1_by_pokemon_tiler-d4mqv5h.png

It's called Orin lake City, and it lagged alot. There is some stuff that is missing, like the NPCs, but nyeh.

Spoiler:
awesome for a 2nd gen map! The organization of houses, trees is perfect but it looks like 3 towns, 4 routes and one city all grouped in one image (The map is not large, is gigantic!) 8 out of 10
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  #122    
Old December 22nd, 2012 (03:24 PM).
ppooookkkkkkk ppooookkkkkkk is offline
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this is a map from my game
Spoiler:


It doesn't look perfect though, but it is great isn't it
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  #123    
Old December 22nd, 2012 (03:59 PM).
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Quote originally posted by ppooookkkkkkk:
this is a map from my game
Spoiler:


It doesn't look perfect though, but it is great isn't it
I think you could do better about the rocks... And on the right top corner of the map, you need a transition tile coz that's horrible like that! And on that center area! Sorry but 5 out of 10
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  #124    
Old December 22nd, 2012 (04:03 PM).
ppooookkkkkkk ppooookkkkkkk is offline
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Quote originally posted by ptisnjunk95:
I think you could do better about the rocks... And on the right top corner of the map, you need a transition tile coz that's horrible like that! And on that center area! Sorry but 5 out of 10
transition between the grass and sand parts right







that actually wasn't meant to be there it was by acciedent
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  #125    
Old December 22nd, 2012 (04:23 PM).
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Quote originally posted by ppooookkkkkkk:
transition between the grass and sand parts right
you're right and try to give it some irregularity, for example, try to make the coast less straight (u don't need to worry about the... i don't know how to say it in eng )
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